To Leo's insight: Don't even have to roll, anyone who saw him for a moment could see he was teary eyed, not great at hiding that. The emotions in the room are what got to him.
"We will take you out of this terrible place, you will be returned to your home's safely. The weapons are a last resort. If we encounter trouble, allow us to handle it. If things go wrong, be ready to run, and if things gets worse, use those spears as best you can." Delmon turns to the rest of the group having finally regained his composure, "Lets head on out, no sense wasting more time here. If we hear any prisoners on our way out, we save them. Okay? No compromises." He tries to stress that last bit to those who had thought of letting the red brand kill the woman's daughter.
Delmon will stay bear the prisoners while moving out of the caves. Along the way he will give some spear holding tips to the siblings, though he really does not intend for them to actually need their use.
Together, in a group, you walk the family back through the tunnels, through the crevasse and out through the exit. As you pass through the crevasse, the younger girl flinches, seemingly for no reason, and holds her spear tight, not pointing it but ready to strike at any moment.
Moving out of the cave and back into the fresh air, you all feel the change, the freshness and the breeze, and feel a little better for it. The family also stops to take deep breaths, before resuming their journey. Delmon, the woman looks on disapprovingly while you speak to the siblings about how to use a spear; they, however, pay great attention, and seem determined to learn what they can. You suspect that they will not end their study tonight, but have every intention of learning how to defend themselves and their family, despite their young ages. The young woman pays special attention to Brom, marching at the rear of the group, spear gripped in his hand; she seems impressed.
The woman, who introduces herself as Mirna, guides you to a small house on the eastern side of the town; the door is closed but not locked, and she enters, calling her children with her. I'm so sorry, I wish I had something to reward you with. If you are still in town tomorrow, please come by and see me. The children will be glad of it too, I'm certain.
Ophirinn offers to stays with the family to stand guard, in case something comes for them; more in reassurance than because he actually expects danger. Mirna gladly accepts.
You are back in town, though no-one in town knows it yet. There are still places to explore in the Redbrand hideout, and possible prisoners to rescue or bandits to kill. Do you want to return there, or head somewhere else?
Addressing the group Leo speaks up, "You don't suppose there will be any reprisals against the family at all? I agree with Omnia, we HAVE to ensure that the threat the Redbrands pose is dealt with."
"Alright" Nate nods to Delmon as he leads the group out of the crevasse and back to town. He notices Delmon's look and feels guilty about thinking perhaps forgoing the daughters life in that moment earlier only to be able to kill the Redbrand. More so now that Nate is getting to know the family.
He looks back every so often and feels comfortable knowing Brom is in the rear guarding the pack as they make it back to the family house.
Seeing Ophirinn stay guarding the house Nate feels glad about. "Leo, I think they are in good hands with Ophirinn here on guard" he looks up one last time at the Dragon born and then follows the others a few steps away from the house. He didn't interact much with the family once they got to the house to be honest.
Nate looks over to Omnia with a determined nod. "Yes for sure." then addresses the entire party "How are all of your wounds? We've been through a lot, although I think if we give them time to regroup it might make it worse when we do go back. They also might decide to take more prisoners from the town in the meantime. I am good to head back now!"
Nate grips his spear tightly and attempts to get into a battle stance, trying to look confident about having to melee when we head back.
"We must keep the red brand threat away from here and the only way is to quash it where it lays. If we left the town in its current state there would surely be a retribution carried out by them on the town. We have to go to clear them out. I know it has been a tough fight, much tougher then I expected and with more then just redbrands but we have to keep pushing. I do wish we knew more about the strange creature in there, it seems intimidating." Delmon looks about as he thinks a moment. "If these red brands are really only known to come through one route to town, what do you think of heading there and making camp? It would at the very least bottle neck them so they couldn't make it to town without going through us first. Just a thought. But regardless, we should start moving back. Quickly." Delmon picks up his gear and starts heading back to the red brand hideout once again.
OOC: If we do a long rest we can stop before we go into the hideout, I'll take first watch. Otherwise, we go back in? And DM, would you allow us to benefit from another long rest? NOt sure how long it has been since we started.
(OOC: A long rest would be possible. It's now close to sunset.)
The party makes its goodbyes with Mirna and her children, and returns to the Redbrands' hideout; the sun is setting and by the time you reach the cave entrance, the sky is dark and you are beginning to see the stars.
You enter the large cavern with the crevasse, but there is no sign of the monster you had previously encountered there. There are a few places in the Redbrands' hideout that you have not cleared yet; where would you like to go?
OOC: if you mean a long rest is possible without having Redbrands come out or take more prisoners then by all means Nate would love a long rest to recoup. I like Delmon's idea of camping outside of the main path that they use to access the town. Nate would be happy to take second watch. So, maybe if possible the party camps for the night outside, and then we continue the story back in the crevasse? (Basically letting us long rest our characters before we go back in?)
Regardless - this is what Nate says once they are back in the cavern:
"Guys - how about we head back over there to the northwest door... you remember the one they were playing that game in. Seems there quarters are over there and we might find more if we go up through that door."
Regarding marching order, Nate will slip into the middle of the pack somewhere. If they long rested, then Nate will have no weapons drawn. If they did not, then Nate has his spear equipped.
(I'm not saying that bad things won't happen if you take a long rest, or that they will. You will be leaving the Redbrand survivors (if there are any) to do as they please for eight hours. It's up to you. All I mean is that it would be possible to take a long rest; the rules limit you to one long rest per day, I believe. For example, you can't get up at dawn, get into a bad fight right away, and then immediately take another long rest - that would be too soon. As far as I recall, you rested normally overnight, and then have only taken short rests during the day, is that right?)
Nate definitely thinks that time is of the essence so his original option is to not rest and head back to the hideout immediately and then from there go to what he mentions above (northwest door etc.)
"I agree Nate, that area needs checking. However, hadn't we best check to see whether there are more holding cells first? There might be more townsfolk holed up in the place."
Nate remembers the prisoners, specifically the daughter whom he can't quire remember her name but remembers the look of fear in her eyes. He responds to Leo: "You're right. Let's make our way back to the jail room and then go from there. I think I remember seeing another set of doors... maybe there's more beyond them?"
Nate grips his spear and takes position in the middle of the pack. He is really hoping that creature doesn't start up again when they move through the crevasse room. It really freaked him out earlier when he went back to feed it again.
If they make it back to the coffin room without any encounters, Nate will reach out and try and open those double doors. Not checking the door first, just opening it. (he's naive...)
Delmon follows the group but with a worried look on his face. Perhaps taking a long rest in the cave would work but it would probably have been better to take one outside of the red brand hideout. Sure, he can fight on in his current state but some of the group seemed to be looking a bit exhausted.
As Nate approaches the double doors Delmon whispers harshly, "Take a moment! Listen before you barge in. And let the rest of us get into better positions!" Delmon then moves to the north end of the door, standing with his back against the wall.
Nate moves toward the door and is startled at Delmon's whispering scold. He definitely listens to him though, and takes a listen to the door with his ear against it:
Perception: 15
If Nate doesn't hear anything, he'll then proceed to open the door. If he hears something, then let's see...
You all reach the crypt without incident. Nate steps up to the double doors and attempts to open them; they are not locked or trapped, so he is able to do so easily, before Delmon can stop him.
Ophirinn is still with you, and he has cast Light on his shield so you can all see quite clearly.
On the other side of the door is a wide passageway, ten feet from side to side, wider than the others you have seen so far. It continues about forty feet until it ends, but just before the end you see a door in the right-hand side. Thick dust covers the flagstones in the floor, and you see a peculiar sight; fresh foot prints for the first five feet, and then they stop. They resume about thirty feet further in, just in time to turn off right through the door.
Brom would grab a spear putting it on his back for later, then he will follow at the back of the family guarding the rear.
Bromduhr, Goliath Fighter.
To Leo's insight: Don't even have to roll, anyone who saw him for a moment could see he was teary eyed, not great at hiding that. The emotions in the room are what got to him.
"We will take you out of this terrible place, you will be returned to your home's safely. The weapons are a last resort. If we encounter trouble, allow us to handle it. If things go wrong, be ready to run, and if things gets worse, use those spears as best you can." Delmon turns to the rest of the group having finally regained his composure, "Lets head on out, no sense wasting more time here. If we hear any prisoners on our way out, we save them. Okay? No compromises." He tries to stress that last bit to those who had thought of letting the red brand kill the woman's daughter.
Delmon will stay bear the prisoners while moving out of the caves. Along the way he will give some spear holding tips to the siblings, though he really does not intend for them to actually need their use.
Together, in a group, you walk the family back through the tunnels, through the crevasse and out through the exit. As you pass through the crevasse, the younger girl flinches, seemingly for no reason, and holds her spear tight, not pointing it but ready to strike at any moment.
Moving out of the cave and back into the fresh air, you all feel the change, the freshness and the breeze, and feel a little better for it. The family also stops to take deep breaths, before resuming their journey. Delmon, the woman looks on disapprovingly while you speak to the siblings about how to use a spear; they, however, pay great attention, and seem determined to learn what they can. You suspect that they will not end their study tonight, but have every intention of learning how to defend themselves and their family, despite their young ages. The young woman pays special attention to Brom, marching at the rear of the group, spear gripped in his hand; she seems impressed.
The woman, who introduces herself as Mirna, guides you to a small house on the eastern side of the town; the door is closed but not locked, and she enters, calling her children with her. I'm so sorry, I wish I had something to reward you with. If you are still in town tomorrow, please come by and see me. The children will be glad of it too, I'm certain.
Ophirinn offers to stays with the family to stand guard, in case something comes for them; more in reassurance than because he actually expects danger. Mirna gladly accepts.
You are back in town, though no-one in town knows it yet. There are still places to explore in the Redbrand hideout, and possible prisoners to rescue or bandits to kill. Do you want to return there, or head somewhere else?
"right guys I suggest we go back in and flush them all out I have had enough of this redbrand scum."
Omnia - Human Rogue Female (2) - LMoP
DM - The Pursuit of Knowledge - One Shot
Addressing the group Leo speaks up, "You don't suppose there will be any reprisals against the family at all? I agree with Omnia, we HAVE to ensure that the threat the Redbrands pose is dealt with."
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
"Alright" Nate nods to Delmon as he leads the group out of the crevasse and back to town. He notices Delmon's look and feels guilty about thinking perhaps forgoing the daughters life in that moment earlier only to be able to kill the Redbrand. More so now that Nate is getting to know the family.
He looks back every so often and feels comfortable knowing Brom is in the rear guarding the pack as they make it back to the family house.
Seeing Ophirinn stay guarding the house Nate feels glad about. "Leo, I think they are in good hands with Ophirinn here on guard" he looks up one last time at the Dragon born and then follows the others a few steps away from the house. He didn't interact much with the family once they got to the house to be honest.
Nate looks over to Omnia with a determined nod. "Yes for sure." then addresses the entire party "How are all of your wounds? We've been through a lot, although I think if we give them time to regroup it might make it worse when we do go back. They also might decide to take more prisoners from the town in the meantime. I am good to head back now!"
Nate grips his spear tightly and attempts to get into a battle stance, trying to look confident about having to melee when we head back.
"We must keep the red brand threat away from here and the only way is to quash it where it lays. If we left the town in its current state there would surely be a retribution carried out by them on the town. We have to go to clear them out. I know it has been a tough fight, much tougher then I expected and with more then just redbrands but we have to keep pushing. I do wish we knew more about the strange creature in there, it seems intimidating." Delmon looks about as he thinks a moment. "If these red brands are really only known to come through one route to town, what do you think of heading there and making camp? It would at the very least bottle neck them so they couldn't make it to town without going through us first. Just a thought. But regardless, we should start moving back. Quickly." Delmon picks up his gear and starts heading back to the red brand hideout once again.
OOC: If we do a long rest we can stop before we go into the hideout, I'll take first watch. Otherwise, we go back in? And DM, would you allow us to benefit from another long rest? NOt sure how long it has been since we started.
(OOC: A long rest would be possible. It's now close to sunset.)
The party makes its goodbyes with Mirna and her children, and returns to the Redbrands' hideout; the sun is setting and by the time you reach the cave entrance, the sky is dark and you are beginning to see the stars.
You enter the large cavern with the crevasse, but there is no sign of the monster you had previously encountered there. There are a few places in the Redbrands' hideout that you have not cleared yet; where would you like to go?
OOC: if you mean a long rest is possible without having Redbrands come out or take more prisoners then by all means Nate would love a long rest to recoup. I like Delmon's idea of camping outside of the main path that they use to access the town. Nate would be happy to take second watch. So, maybe if possible the party camps for the night outside, and then we continue the story back in the crevasse? (Basically letting us long rest our characters before we go back in?)
Regardless - this is what Nate says once they are back in the cavern:
"Guys - how about we head back over there to the northwest door... you remember the one they were playing that game in. Seems there quarters are over there and we might find more if we go up through that door."
Regarding marching order, Nate will slip into the middle of the pack somewhere. If they long rested, then Nate will have no weapons drawn. If they did not, then Nate has his spear equipped.
(I'm not saying that bad things won't happen if you take a long rest, or that they will. You will be leaving the Redbrand survivors (if there are any) to do as they please for eight hours. It's up to you. All I mean is that it would be possible to take a long rest; the rules limit you to one long rest per day, I believe. For example, you can't get up at dawn, get into a bad fight right away, and then immediately take another long rest - that would be too soon. As far as I recall, you rested normally overnight, and then have only taken short rests during the day, is that right?)
Nate definitely thinks that time is of the essence so his original option is to not rest and head back to the hideout immediately and then from there go to what he mentions above (northwest door etc.)
OOC: Thanks for the map!
"I agree Nate, that area needs checking. However, hadn't we best check to see whether there are more holding cells first? There might be more townsfolk holed up in the place."
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Nate remembers the prisoners, specifically the daughter whom he can't quire remember her name but remembers the look of fear in her eyes. He responds to Leo: "You're right. Let's make our way back to the jail room and then go from there. I think I remember seeing another set of doors... maybe there's more beyond them?"
Nate grips his spear and takes position in the middle of the pack. He is really hoping that creature doesn't start up again when they move through the crevasse room. It really freaked him out earlier when he went back to feed it again.
If they make it back to the coffin room without any encounters, Nate will reach out and try and open those double doors. Not checking the door first, just opening it. (he's naive...)
OOC: Sorry I posted in wrong game. 1
Delmon follows the group but with a worried look on his face. Perhaps taking a long rest in the cave would work but it would probably have been better to take one outside of the red brand hideout. Sure, he can fight on in his current state but some of the group seemed to be looking a bit exhausted.
As Nate approaches the double doors Delmon whispers harshly, "Take a moment! Listen before you barge in. And let the rest of us get into better positions!" Delmon then moves to the north end of the door, standing with his back against the wall.
Nate moves toward the door and is startled at Delmon's whispering scold. He definitely listens to him though, and takes a listen to the door with his ear against it:
Perception: 15
If Nate doesn't hear anything, he'll then proceed to open the door. If he hears something, then let's see...
9
You all reach the crypt without incident. Nate steps up to the double doors and attempts to open them; they are not locked or trapped, so he is able to do so easily, before Delmon can stop him.
Ophirinn is still with you, and he has cast Light on his shield so you can all see quite clearly.
On the other side of the door is a wide passageway, ten feet from side to side, wider than the others you have seen so far. It continues about forty feet until it ends, but just before the end you see a door in the right-hand side. Thick dust covers the flagstones in the floor, and you see a peculiar sight; fresh foot prints for the first five feet, and then they stop. They resume about thirty feet further in, just in time to turn off right through the door.
"Hmmmm.... what do you make of this Omnia?" Nate looks to the Rogue for guidance as this hallway definitely looks off.
OOC: Where's droop?